Poll

Should there be a Medic Class in the next release?

Yes. That would be good for gameplay.
12 (35.3%)
No. It wouldn't fit in the gameplay.
22 (64.7%)

Total Members Voted: 33

Voting closed: May 13, 2006, 09:22:41 am

Author Topic: new Medic Class  (Read 6647 times)

[HUN]N.M.I.

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new Medic Class
« on: May 13, 2006, 09:22:41 am »
I think I'm not the only one who finds that a medic class would add more tactic to this fine game. Here are some thoughts to talk about in this topic and to act as help for developers implementing this class:

for Humans:
1) A Healing Pack can be bought (like Battery Pack or Jet Pack), which takes  away a large amount of space on the body. The one who buys a Healing  Pack cannot wear armor. It gives an aura to the player, that heals friendly  players in the vicinity.

2) A Healing Kit which acts as a weapon, but it fires a weak, constant beam  that heals friendly units (or foe alike, if it would be too overpowered that way). And  perhaps cannot damage Aliens.

for Aliens:
1) A Healer Class can be added, so players can evolve to a healer, if they  wish. The Healer Bug should have a better name ( :P), and is a medium sized  bug that can (or cannot, depends) climb walls. It would have huge health points,  more or equal to Tyrants. Can only attack Humans by touching them (like Dretches  do), but can fire a chain-healing beam, that bounces on to 3 or more fellow Aliens in  the vicinity, healing the first one for let's say 150 HP, the second one for 100 HP  and the third one for 50 HP (or something like that). The Healer Bug has a  health regeneration greater than the other Alien classes, but a smaller than Tyrants  do. In compensation, he trades his own health for healing the other Aliens.

2) The Healer Class can also be made like a bug that uses healing aura (like  Tyrants do), but with fewer hit points, slower movement and perhaps when he dies,  friendly Alien creatures in the vicinitiy of his aura lose health or their normal health  regeneration is fully stopped for a short time or, they have health DEgeneration for  a few seconds or so.

3) Another idea for a Healing Class: Just like number two 2) but  healing can only take place when bug acts like a forward booster (so he must be  stationary). In that case, he should have more health points or speed.
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UnplayedNamer

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new Medic Class
« Reply #1 on: May 13, 2006, 12:57:11 pm »
I'd like to see a medic for the humies, though not the aliens - with the regeneration and the booster, I don't think many at all would use a healing alien.
ootissimo / Footissimo@Ubuntu / UnplayedNamer / Footissmo@England (I get bored)

werepants

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new Medic Class
« Reply #2 on: May 13, 2006, 05:30:42 pm »
I am not in favor of the medic class.  I think that having humans be so reliant on their base is an intentional part of the gameplay, and having a medic class would detract from that.  Also, as it is players rarely die from poison, but having a medic class would go even farther to reduce the impact of the booster.

Teiman

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new Medic Class
« Reply #3 on: May 13, 2006, 08:03:43 pm »
I have a better idea:

 Create two types of gameplay:
 - Classic Setup
 - New Generation

Then add _whatever_ seems cool on "New Generation", so players will taste and hate or love stuff. But maintain Classic as... well faithfull.  Its something alike "stable" and "unstable" distros on Debian.

I suggest this because is have ZERO, nada, zip idea if this medic is good or bad. Playing it I will hate it or love it.

phaedrus

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new Medic Class
« Reply #4 on: May 13, 2006, 10:42:57 pm »
There already is a "medic" class for the aliens.

They're called Tyrants.  Check the manual, they have a "healing aura" which speeds alien regeneration.

I voted no, because it makes the humans less reliant on their base.  I think that would hurt an important dynamic of the game (humans have to run back to base to heal up, which gives me, the alien, plenty of time & space to run him down and finish him off :D).

Jeff
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Neo

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new Medic Class
« Reply #5 on: May 14, 2006, 12:43:08 am »
Also reduces the need on building medistations.

apple

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new Medic Class
« Reply #6 on: May 14, 2006, 04:18:35 am »
What keeps humans on check (or better yet, keeps them from being insanely overpowered) is the fact that they're not self sustaining. This becomes an advantage for aliens instead, and in addition it helps support aliens (or keep them from being useless) when they have the ability to heal just by leaving the fray. A mobile healing class on humans would just make humans much more powerful, and I don't see the need in that. :(

next_ghost

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new Medic Class
« Reply #7 on: May 14, 2006, 08:21:44 am »
Quote from: "apple"
What keeps humans on check (or better yet, keeps them from being insanely overpowered) is the fact that they're not self sustaining. This becomes an advantage for aliens instead, and in addition it helps support aliens (or keep them from being useless) when they have the ability to heal just by leaving the fray. A mobile healing class on humans would just make humans much more powerful, and I don't see the need in that. :(


I don't think so. What would make humans insanely owerpowered would be walking armory, not only walking medistation 8)
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[HUN]N.M.I.

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new Medic Class
« Reply #8 on: May 14, 2006, 10:50:26 am »
OK, as far as I can follow your thoughts, not only are we divided into two groups (Aliens, who feel that a Human medic is too overpowered and Humans, who like the idea), but we are speaking of possible balance issues.
Speaking of which, my opinion is that Aliens on Stage 3 are extremely overpowered beacuse of Adv. Dragoons and Tyrants. They quickly rush in, while Tyrants are tanking and absorbing the damage (slashing buildings), Dragoons tend to snipe Humans and bulidings alike from a distance.
Wouldn't it be more balanced if Aliens had a medic unit from Stage 1 or 2 (they are the most vulnerable in the first two Stages) so they have better chances - and Humans would get their medic on Stage 3 to make more effective attacks on the Alien base (with Dragoons and Tyrants blocking the way)? Perhaps you're right, and it wouldn't  :) .
More likely there won't be a medic class (by looking at the poll: it's in favor for 'say NO for medics').
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Neo

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new Medic Class
« Reply #9 on: May 14, 2006, 11:52:02 am »
The thing is that idea would be true if the aliens and humans reached stages at the same rate, but they don't. Unless something really stupid happens humans will reach S3 long before aliens. Then it basically is a timelimit to get the aliens before S3, but it is possible after if you have a good enough team that can break the tyrant rush.

Atm its not really necessary as if they're camping base or near it they just use the medistation, which I think is the idea.

apple

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new Medic Class
« Reply #10 on: May 16, 2006, 03:56:23 am »
More importantly, this doesn't really address any issues, if any. AFAIK there's no balance issues that require the addition of new content. It's best to just stick with what's there and work with it.

SLAVE|Mietz

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new Medic Class
« Reply #11 on: May 16, 2006, 06:08:10 am »
The medic-class is useless for my taste, anyone has a medpack and can refill it a the next medipad (tactics ppl, forward bases, changing fireteams, etc. its a strategy game!).

If you run out of health so quickly, you will be out of ammo even sooner and will have to get back to base anyway. (unless you introduce a fieldops-class, Tremulous: Enemy Territory hoooray!)

And as allready said, the aliens have a medic: the tyrant

stahlsau

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new Medic Class
« Reply #12 on: May 16, 2006, 10:33:14 am »
There are still some (if not lots of) people who don't even know about the medipack. I spectated a few times people with bs and about 10 hp running away from a dretch and getting hunted down, not knowing they still had their medpack in stock.

[HUN]N.M.I.

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new Medic Class
« Reply #13 on: May 16, 2006, 11:06:42 am »
Yeah, could be true. Especially annoying when they are posioned, and all you hear is that grunting noise (medkits would cure poisoning, but nooo  :P ).
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SLAVE|Mietz

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new Medic Class
« Reply #14 on: May 16, 2006, 11:37:36 am »
Quote from: "stahlsau"
There are still some (if not lots of) people who don't even know about the medipack. I spectated a few times people with bs and about 10 hp running away from a dretch and getting hunted down, not knowing they still had their medpack in stock.


so introducing the medic to the game would be for ppl that don't read the manual?

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evilfish

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new Medic Class
« Reply #15 on: May 17, 2006, 03:18:34 am »
Itsy bitsy spider... Hehehe, squish!

Need more healing.